WO2017133601A1 - 一种确定移动轨迹的方法、及用户设备 - Google Patents
一种确定移动轨迹的方法、及用户设备 Download PDFInfo
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- WO2017133601A1 WO2017133601A1 PCT/CN2017/072541 CN2017072541W WO2017133601A1 WO 2017133601 A1 WO2017133601 A1 WO 2017133601A1 CN 2017072541 W CN2017072541 W CN 2017072541W WO 2017133601 A1 WO2017133601 A1 WO 2017133601A1
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/57—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
- A63F13/573—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using trajectories of game objects, e.g. of a golf ball according to the point of impact
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/54—Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/56—Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/57—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
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- G—PHYSICS
- G01—MEASURING; TESTING
- G01P—MEASURING LINEAR OR ANGULAR SPEED, ACCELERATION, DECELERATION, OR SHOCK; INDICATING PRESENCE, ABSENCE, OR DIRECTION, OF MOVEMENT
- G01P13/00—Indicating or recording presence, absence, or direction, of movement
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/64—Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
- A63F2300/646—Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car for calculating the trajectory of an object
Definitions
- the present invention relates to the field of computer technologies, and in particular, to a method for determining a movement trajectory, and a user equipment.
- simulation objects that issue object instructions to each other and create interactive scenes, which may be interactions between two simulated objects, or multiple simulated objects may interact with each other.
- interactions may be interactions between two simulated objects, or multiple simulated objects may interact with each other.
- a certain simulated object is moved by a long distance or a short distance.
- the movement trajectory of the simulated object is usually realized by two schemes: one is that the developer pre-produces the movement trajectory of the simulated object, and the other is the calculation by the machine engine to simulate the movement trajectory of the simulated object.
- the embodiment of the invention provides a method for determining a movement trajectory, which can determine a movement trajectory according to an environment in which the simulated object is currently located, and a real simulation of the movement trajectory of the simulated object can be realized with a small calculation amount.
- the embodiment of the invention also provides a corresponding user equipment.
- a first aspect of the present invention provides a method for determining a movement trajectory, comprising:
- the user equipment determines the effect of the object instruction of the first simulated object on the second simulated object fruit
- the user equipment determines a movement trajectory of the second simulation object according to the simulated environment information and the trajectory template.
- a second aspect of the present invention provides a user equipment, including:
- a first determining unit configured to determine an action effect of the object instruction of the first simulated object on the second simulated object
- An acquiring unit configured to acquire a trajectory template corresponding to the action effect determined by the first determining unit from a preset trajectory template set, and acquire simulated environment information in which the second simulated object is located;
- a second determining unit configured to determine a movement trajectory of the second simulated object according to the simulated environment information acquired by the acquiring unit and the trajectory template.
- the method for determining the movement trajectory of the first simulation object is determined by the user equipment. And a function of the second simulation object; the user equipment acquires a trajectory template corresponding to the action effect, and acquires simulation environment information where the second simulation object is located; and the user equipment according to the simulated environment information and The trajectory template determines a movement trajectory of the second simulated object.
- the movement trajectory can be determined according to the environment in which the simulated object is currently located, and the real simulation of the movement trajectory of the simulated object can be realized with a small calculation amount.
- FIG. 1 is a schematic diagram of an embodiment of a method for determining a movement trajectory according to an embodiment of the present invention
- FIG. 2 is a schematic diagram showing an example of a track template in an embodiment of the present invention.
- FIG. 3 is a schematic diagram showing an example of a movement trajectory determined in an embodiment of the present invention.
- FIG. 4 is another schematic diagram of a movement trajectory determined in an embodiment of the present invention.
- FIG. 5 is another schematic diagram of a movement trajectory determined in an embodiment of the present invention.
- FIG. 6 is another schematic diagram of a movement trajectory determined in an embodiment of the present invention.
- FIG. 7 is another schematic diagram of a movement trajectory determined in an embodiment of the present invention.
- FIG. 8 is a schematic diagram of an embodiment of a system for moving track verification according to an embodiment of the present invention.
- FIG. 9 is a schematic diagram of another embodiment of a system for moving track verification in an embodiment of the present invention.
- FIG. 10 is a schematic diagram of an embodiment of a user equipment according to an embodiment of the present invention.
- FIG. 11 is a schematic diagram of another embodiment of a user equipment according to an embodiment of the present invention.
- the embodiment of the invention provides a method for determining a movement trajectory, which can determine a movement trajectory according to an environment in which the simulated object is currently located, and a real simulation of the movement trajectory of the simulated object can be realized with a small calculation amount.
- the embodiment of the invention also provides a corresponding user equipment and system. The details are described below separately.
- MMO Massively Multiplayer Online
- MMORPG Massively Multiple-player Online Role-Playing Game
- Many game scenes are used. There are cases where such characters or monsters are shot. Whether it is a character or a monster, it can be called a mock object.
- Flying can include flying with a kick, flying with a fist, The body flies and flies with weapons.
- the curve of the moving trajectory of the simulated object can be divided into three parabolic lines, one main curve and two sub-curves, wherein the main curve can be understood as a dynamic adjustment segment, and the two sub-curves are supplementary performance segments.
- the dynamic adjustment segment will have different performance curves along with the terrain of the environment in which the simulated object is located. When encountering a high obstacle, it will slide down the obstacle and cross the short obstacle. After the water falls, there will be sinking and floating in the water. As a result, the corresponding animation, sound, and special effects will change during the flight.
- the auxiliary performance segment is a two-paragraph small parabola that can solve the rigid performance of a curve landing.
- the template can be configured with a distance, a height, a floating time, and a grounding time on the basic template to obtain a new flying template, so that the configuration parameters of the new flying template only need to include the basic template.
- Parameter IDs such as identification (ID), distance of flying, altitude, floating time and grounding time can be used, which can greatly reduce the workload of the developer to configure the flying template.
- the user equipment can determine the movement track of the simulated object to be shot according to the fighting situation of the simulated object in the game during the game playing by the player.
- FIG. 1 is a schematic diagram of an embodiment of a method for determining a movement trajectory according to an embodiment of the present invention.
- an embodiment of a method for determining a movement trajectory provided by an embodiment of the present invention includes:
- the user equipment determines an action effect of the object instruction of the first simulation object on the second simulation object.
- the first simulation object and the second simulation object may be the character A and the character B in the game, or the character A and the blame B, or the blame A and the blame B, and the object instruction may be a fighting skill of the simulated object in the game.
- the punches or kicked feet of the simulated object for example: can be heavy punches, light punches, heavy kicks and light kicks.
- the effect refers to whether the first simulated object hits the second simulated object. For example, if it is a heavy kick, it can be understood as a first-level heavy blow, and a heavy punch can be understood as a secondary weight. Hit the fly, the light kick can be understood as a level of flick, the light punch can be understood as a two-level light kick.
- the user equipment acquires a trajectory template corresponding to the action effect from a preset trajectory template set, and acquires simulated environment information where the second simulated object is located.
- each type of action effect and the trajectory template can be expressed in the form of a table, or can be expressed in other forms.
- the form of the table is taken as an example, and the corresponding relationship between each type of action effect and the track template is shown in Table 1.
- Table 1 is only an example to illustrate, in fact, there may be many corresponding relationships between the effect and the track template.
- the identifier of the track template corresponds to the corresponding track template, and the track template can be understood by referring to FIG. 2 .
- the height and width of the parabola will be different for different flying effects.
- the movement track includes a main curve segment and two sub-curve segments, and the sub-curve segment is used to simulate the feeling of the simulated object being shot twice after landing.
- the height and width of the parabola of the first-level slamming fly can be greater than the height and width of the parabola of the secondary slamming fly. It can be deduced by analogy that the parabolic height and width of the secondary tapping fly are minimal in Table 1.
- the simulated environment information in which the second simulated object is located refers to the terrain environment around the second simulated object, for example, whether there is a pool, an obstacle, a terrain, or the like.
- the user equipment determines a movement trajectory of the second simulation object according to the simulated environment information and the trajectory template.
- the second simulated object Because the second simulated object is hit, it may encounter obstacles or fall into the water during the flight, and may encounter other situations. It may not be able to move completely according to the curve shown in the trajectory template, so the real template follows the simulation. Environmental information settings are the most accurate.
- the method for determining the movement trajectory of the first simulation object is determined by the user equipment. And a function of the second simulation object; the user equipment acquires a trajectory template corresponding to the action effect, and acquires simulation environment information where the second simulation object is located; and the user equipment according to the simulated environment information and The trajectory template determines a movement trajectory of the second simulated object.
- the movement trajectory can be determined according to the environment in which the simulated object is currently located, and the real simulation of the movement trajectory of the simulated object can be realized with a small calculation amount.
- the server determines the landing position of the second simulated object, generates landing position information of the second simulated object, and transmits the landing position information to the user equipment.
- the user equipment receives the landing position information of the second simulated object; and based on the landing position information, determines a movement trajectory of the second simulated object according to the simulated environment information and the trajectory template.
- the trajectory template includes a predicted movement trajectory of the object, wherein the predicted movement trajectory includes a main movement trajectory, and
- Determining, by the user equipment, the movement track of the second simulated object according to the simulated environment information and the track template comprises:
- the user equipment determines the primary movement trajectory of the predicted movement trajectory according to the simulated environment information.
- the predicted movement trajectory further includes an auxiliary movement trajectory
- the auxiliary movement trajectory includes at least two pieces of curves.
- the method before the user equipment acquires the simulation environment information that the second simulation object is located, the method further includes:
- the acquiring, by the user equipment, the simulated environment information that the second simulated object is located including:
- the user equipment acquires simulated environment information in the moving direction and within the moving distance range.
- the real flight estimate is the curve shown by the trajectory template, as shown in FIG. 2 .
- FIG. 3 is a schematic diagram of a moving trajectory of a simulated object being hit by another flying attack during the flying process.
- the initially calculated movement trajectory is the trajectory template shown in Fig. 2, but another flight is received during the flight, and the new movement trajectory is recalculated. That is to say, when the simulated object that is being shot is subjected to another attack by a flying attack, the performance item of the current segment will be canceled, and a new flying curve is generated starting from the current hit point.
- Fig. 4 is a schematic view showing the movement path of the simulated object that is knocked over the low obstacle during the flying process.
- the user equipment determines the trajectory template, determining that the obstacle in the flight of the second simulated object is lower than the flying point, it may be determined that the second simulated object will cross the obstacle, and the curve shown by the original trajectory template is completed to complete the entire flying. process.
- FIG. 5 is a schematic diagram of a movement trajectory of a high-impact obstacle encountered by a simulated object being hit during a flight.
- the user equipment determines the trajectory template, determining that the obstacle in the flight of the second simulated object is higher than the flying point, it may be determined that the second simulated object cannot cross the obstacle and slides along the obstacle until the calculated landing
- the location, such a real movement trajectory becomes the trajectory of the main curve segment shown in Figure 5 that is not completed, encounters an obstacle, and slides down the obstacle until it falls.
- Fig. 6 is a schematic view showing the path of the flying flight as an upward trajectory.
- Fig. 7 is a schematic view showing the path of the flying flight as an upward trajectory.
- the second simulated object will undulate in the water.
- the landing position calculated by the server is only the position where the second simulated object falls into the water
- the location information is generated, and the location information is sent to the user equipment.
- the user equipment determines the movement trajectory.
- the user equipment determines the fluctuation of the second simulated object in the water according to the buoyancy calculation formula. Specifically, the second simulated object will be subjected to downward gravity, upward buoyancy and upward viscous resistance when it falls into the water, gravity is constant, and buoyancy and viscous resistance are both falling into the water with the second simulated object. The depth of the change changes, so the second simulated object will show ups and downs in the water.
- the track template further includes sound information
- Determining, by the user equipment, the movement track of the second simulated object according to the simulated environment information and the track template includes:
- the user equipment determines the sound information according to the simulated environment information.
- the focus is on the movement trajectory.
- animation, sound effects and special effects are also arranged on the trajectory template.
- an embodiment of a system for moving track verification includes: a first user equipment, and a plurality of second user equipments (only two are illustrated in the figure, and may actually include only One, can also include many) and servers.
- the first user equipment is configured to: determine an action effect of the object instruction of the first simulation object on the second simulation object; acquire a track template corresponding to the action effect from the preset track template set, and obtain the a simulation environment information in which the second simulation object is located; determining a movement trajectory of the second simulation object according to the simulation environment information and the trajectory template; and transmitting the determined movement trajectory of the second simulation object to the server;
- the server is configured to: verify the moving track
- the server is further configured to:
- the system for moving track verification provided in the embodiment of the present invention can ensure that configuration parameters are not maliciously modified, and that the movement trajectory is reasonable.
- the server can also control the pictures on each user equipment to be synchronized.
- FIG. 9 another embodiment of a system for moving track verification provided by an embodiment of the present invention includes:
- the first user equipment determines an action effect of the object instruction of the first simulation object on the second simulation object.
- the first user equipment takes a trajectory template corresponding to the action effect, and acquires simulated environment information where the second simulated object is located.
- the first user equipment determines a movement trajectory of the second simulation object according to the simulated environment information and the trajectory template.
- the first user equipment sends the determined movement trajectory of the second simulated object to the server.
- the server verifies the movement trajectory of the second simulation object. When the verification is reasonable, steps 206-209 are performed. When the verification is unreasonable, steps 210-214 are performed.
- the server sends a response message to the first user equipment.
- the server sends, to the second user equipment, a movement trajectory of the second simulation object and an identifier of the second simulation object.
- the first user equipment controls, according to the response message, that the second simulated object moves according to the moving trajectory.
- the second user equipment controls the second simulated object to move according to the moving trajectory.
- FIG. 9 There may be multiple second user devices, and only one is shown in FIG. 9 as an exemplary illustration.
- the server When the verification is reasonable, the server generates a new movement track.
- the server sends a new mobile track to the first user equipment.
- the server sends a new mobile trajectory and an identifier of the second simulated object to the first user equipment.
- the first user equipment controls the second simulated object to move according to a new movement trajectory.
- the second user equipment controls the second simulated object to move according to a new movement trajectory.
- the system for moving track verification provided in the embodiment of the present invention can ensure that configuration parameters are not maliciously modified, and that the movement trajectory is reasonable.
- the server can also control the pictures on each user equipment to be synchronized.
- an embodiment of a user equipment provided by an embodiment of the present invention includes:
- a first determining unit 301 configured to determine an action effect of the object instruction of the first simulated object on the second simulated object
- the acquiring unit 302 is configured to acquire a trajectory template corresponding to the action effect determined by the first determining unit 301 from a preset trajectory template set, and acquire simulated environment information in which the second simulated object is located;
- the second determining unit 303 is configured to determine a moving trajectory of the second simulated object according to the simulated environment information acquired by the acquiring unit 302 and the trajectory template.
- the user equipment provided by the embodiment of the present invention can determine the movement trajectory according to the environment in which the simulated object is currently located, and can realize the real simulation of the movement trajectory of the simulated object by using a small calculation amount.
- the first determining unit 301 is configured to: determine a distance between the first simulated object and the second simulated object, and determine, according to the distance, an action effect of the object instruction on the second simulated object.
- the effect of the object instruction is determined by the distance between the two simulated objects, and the determining efficiency of the action effect can be improved.
- the user equipment further includes: a receiving unit, configured to receive landing location information of the second simulated object sent by the server, where the landing location information is used to indicate a landing location of the second simulated object.
- the second determining unit is further configured to determine a movement trajectory of the second simulation object according to the simulated environment information and the trajectory template based on the received landing position information.
- the trajectory template includes a predicted movement trajectory of the object, wherein the predicted movement trajectory comprises a main movement trajectory, and
- the second determining unit is further configured to determine the main moving track of the predicted moving track according to the simulated environment information.
- the trajectory template includes sound information
- the second determining unit is further configured to determine the sound information according to the simulated environment information.
- the predicted movement trajectory further comprises an auxiliary movement trajectory
- the auxiliary movement trajectory comprises at least two segments of the curve.
- the acquiring unit 302 is configured to determine a trajectory template corresponding to the action effect according to a corresponding relationship between each type of action effect and a trajectory template.
- the first determining unit 301 is further configured to determine, according to the direction in which the action instruction acts on the second simulated object, the movement of the second simulated object. a direction, determining a moving distance of the second simulated object according to the action effect;
- the acquiring unit 302 is configured to acquire simulated environment information in the moving direction determined by the first determining unit 301 and within the moving distance range.
- determining the action direction and the moving distance reduces the acquisition range of the simulated environment information, and improves the acquisition efficiency.
- the second determining unit 303 is configured to be used according to the moving direction acquired by the acquiring unit 302. And the simulated environment information in the range of the moving distance adjusts the track template to determine a moving track of the second simulated object.
- the embodiment of the invention is based on the simulation environment information in the moving direction and within the moving distance range Adjusting the trajectory template ensures that the resulting trajectory is more accurate.
- FIG. 11 is a schematic structural diagram of a user equipment 30 according to an embodiment of the present invention.
- the user equipment 30 is applied to a system for moving track verification, and the system for moving track verification includes a user equipment and a server, and the user equipment 30 includes a processor 310, a memory 350, and an input/output I/O device 330, and a memory.
- the 350 can include read only memory and random access memory and provides operational instructions and data to the processor 310.
- a portion of memory 350 may also include non-volatile random access memory (NVRAM).
- NVRAM non-volatile random access memory
- the memory 350 stores elements, executable modules or data structures, or a subset thereof, or their extended set:
- the operation instruction can be stored in the operating system
- the user equipment can determine the movement trajectory according to the environment in which the simulated object is currently located, as compared with the prior art that the motion trajectory is high in complexity and the machine calculation often obtains a movement trajectory that does not conform to the current scene.
- Real simulation of the trajectory of the simulated object being manipulated can be achieved with a small amount of computation.
- the processor 310 controls the operation of the user equipment 30, which may also be referred to as a CPU (Central Processing Unit).
- Memory 350 can include read only memory and random access memory and provides instructions and data to processor 310. A portion of memory 350 may also include non-volatile random access memory (NVRAM).
- NVRAM non-volatile random access memory
- the various components of the user equipment 30 are coupled together by a bus system 320.
- the bus system 320 may include a power bus, a control bus, a status signal bus, and the like in addition to the data bus. However, for clarity of description, various buses are labeled as bus system 320 in the figure.
- Processor 310 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the foregoing method may be completed by an integrated logic circuit of hardware in the processor 310 or an instruction in a form of software.
- the processor 310 described above may be a general purpose processor, a digital signal processor (DSP), an application specific integrated circuit (ASIC), an off-the-shelf programmable gate array (FPGA) or other programmable logic device, a discrete gate or transistor logic device, or discrete hardware. Component.
- DSP digital signal processor
- ASIC application specific integrated circuit
- FPGA off-the-shelf programmable gate array
- the methods, steps, and logical block diagrams disclosed in the embodiments of the present invention may be implemented or carried out.
- the general purpose processor may be a microprocessor or the processor or any conventional processor or the like.
- the steps of the method disclosed in the embodiments of the present invention may be directly implemented by the hardware decoding processor, or may be performed by a combination of hardware and software modules in the decoding processor.
- the software module can be located in a conventional storage medium such as random access memory, flash memory, read only memory, programmable read only memory or electrically erasable programmable memory, registers, and the like.
- the storage medium is located in the memory 350, and the processor 310 reads the information in the memory 350 and performs the steps of the above method in combination with its hardware.
- the processor 310 is configured to determine a distance between the first simulated object and the second simulated object, and determine, according to the distance, an action effect of the object instruction on the second simulated object.
- the processor 310 is configured to determine a trajectory template corresponding to the action effect according to a preset relationship between each type of action effect and the trajectory template.
- the processor 310 is configured to determine a moving direction of the second simulated object according to a direction in which the action instruction acts on the second simulated object, and determine a moving distance of the second simulated object according to the action effect. And acquiring simulated environment information in the moving direction and within the moving distance range.
- the processor 310 is configured to adjust the trajectory template according to the simulated environment information in the moving direction and the moving distance information to determine a moving trajectory of the second simulated object.
- the I/O device 330 is configured to send the determined movement trajectory of the second simulation object to the server, so that the server checks the movement trajectory.
- the above user equipment 30 can be understood by referring to the description in the parts of FIG. 1 to FIG. 10, and details are not described herein.
- the storage medium may include: a ROM, a RAM, a magnetic disk, or an optical disk.
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KR1020187015534A KR102111870B1 (ko) | 2016-02-01 | 2017-01-25 | 이동 궤적을 결정하는 방법, 및 사용자 장비 |
JP2018528595A JP6904952B2 (ja) | 2016-02-01 | 2017-01-25 | 動き軌跡を決定する方法、及びユーザ機器 |
EP17746921.0A EP3412349B1 (en) | 2016-02-01 | 2017-01-25 | Method for determining a movement trace, and user equipment |
US15/968,652 US10549196B2 (en) | 2016-02-01 | 2018-05-01 | Method for determining movement track, and user equipment |
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CN201610071125.2 | 2016-02-01 | ||
CN201610071125.2A CN107019915B (zh) | 2016-02-01 | 2016-02-01 | 一种确定移动轨迹的方法、用户设备及系统 |
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US15/968,652 Continuation-In-Part US10549196B2 (en) | 2016-02-01 | 2018-05-01 | Method for determining movement track, and user equipment |
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EP (1) | EP3412349B1 (ko) |
JP (1) | JP6904952B2 (ko) |
KR (1) | KR102111870B1 (ko) |
CN (1) | CN107019915B (ko) |
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CN108305330A (zh) * | 2018-01-15 | 2018-07-20 | 石化盈科信息技术有限责任公司 | 一种3d场景的展示方法及用于3d场景展示的电子设备 |
CN113509729A (zh) * | 2021-05-20 | 2021-10-19 | 腾讯科技(深圳)有限公司 | 虚拟道具的控制方法、装置、计算机设备及存储介质 |
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CN107019915B (zh) | 2018-09-07 |
JP6904952B2 (ja) | 2021-07-21 |
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CN107019915A (zh) | 2017-08-08 |
US20180243653A1 (en) | 2018-08-30 |
JP2019505255A (ja) | 2019-02-28 |
US10549196B2 (en) | 2020-02-04 |
EP3412349B1 (en) | 2023-01-11 |
EP3412349A1 (en) | 2018-12-12 |
KR102111870B1 (ko) | 2020-05-15 |
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